// Copyright (c) 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "content/browser/renderer_host/compositing_iosurface_context_mac.h" #include #include #include #include "base/command_line.h" #include "base/debug/trace_event.h" #include "base/logging.h" #include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h" #include "ui/gl/gl_switches.h" #include "ui/gl/gpu_switching_manager.h" namespace content { scoped_refptr CompositingIOSurfaceContext::Get( int window_number, CompositingIOSurfaceMac::SurfaceOrder surface_order) { TRACE_EVENT0("browser", "CompositingIOSurfaceContext::Get"); // Return the context for this window_number and order, if it exists. std::pair key = std::make_pair( window_number, static_cast(surface_order)); WindowMap::iterator found = window_map()->find(key); if (found != window_map()->end()) return found->second; std::vector attributes; attributes.push_back(NSOpenGLPFADoubleBuffer); // We don't need a depth buffer - try setting its size to 0... attributes.push_back(NSOpenGLPFADepthSize); attributes.push_back(0); if (ui::GpuSwitchingManager::GetInstance()->SupportsDualGpus()) attributes.push_back(NSOpenGLPFAAllowOfflineRenderers); attributes.push_back(0); scoped_nsobject glPixelFormat( [[NSOpenGLPixelFormat alloc] initWithAttributes:&attributes.front()]); if (!glPixelFormat) { LOG(ERROR) << "NSOpenGLPixelFormat initWithAttributes failed"; return NULL; } // Create all contexts in the same share group so that the textures don't // need to be recreated when transitioning contexts. NSOpenGLContext* share_context = nil; if (!window_map()->empty()) share_context = window_map()->begin()->second->nsgl_context(); scoped_nsobject nsgl_context( [[NSOpenGLContext alloc] initWithFormat:glPixelFormat shareContext:share_context]); if (!nsgl_context) { LOG(ERROR) << "NSOpenGLContext initWithFormat failed"; return NULL; } // If requested, ask the WindowServer to render the OpenGL surface underneath // the window. This, combined with a hole punched in the window, will allow // for views to "overlap" the GL surface from the user's point of view. if (surface_order == CompositingIOSurfaceMac::SURFACE_ORDER_BELOW_WINDOW) { GLint gl_surface_order = -1; [nsgl_context setValues:&gl_surface_order forParameter:NSOpenGLCPSurfaceOrder]; } CGLContextObj cgl_context = (CGLContextObj)[nsgl_context CGLContextObj]; if (!cgl_context) { LOG(ERROR) << "CGLContextObj failed"; return NULL; } // Draw at beam vsync. bool is_vsync_disabled = CommandLine::ForCurrentProcess()->HasSwitch(switches::kDisableGpuVsync); GLint swapInterval = is_vsync_disabled ? 0 : 1; [nsgl_context setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; // Prepare the shader program cache. Precompile only the shader programs // needed to draw the IO Surface. CGLSetCurrentContext(cgl_context); scoped_ptr shader_program_cache( new CompositingIOSurfaceShaderPrograms()); const bool prepared = ( shader_program_cache->UseBlitProgram() && shader_program_cache->UseSolidWhiteProgram()); glUseProgram(0u); CGLSetCurrentContext(0); if (!prepared) { LOG(ERROR) << "IOSurface failed to compile/link required shader programs."; return NULL; } return new CompositingIOSurfaceContext( window_number, surface_order, nsgl_context.release(), cgl_context, is_vsync_disabled, shader_program_cache.Pass()); } CompositingIOSurfaceContext::CompositingIOSurfaceContext( int window_number, CompositingIOSurfaceMac::SurfaceOrder surface_order, NSOpenGLContext* nsgl_context, CGLContextObj cgl_context, bool is_vsync_disabled, scoped_ptr shader_program_cache) : window_number_(window_number), surface_order_(surface_order), nsgl_context_(nsgl_context), cgl_context_(cgl_context), is_vsync_disabled_(is_vsync_disabled), shader_program_cache_(shader_program_cache.Pass()) { std::pair key = std::make_pair( window_number_, static_cast(surface_order_)); DCHECK(window_map()->find(key) == window_map()->end()); window_map()->insert(std::make_pair(key, this)); } CompositingIOSurfaceContext::~CompositingIOSurfaceContext() { CGLSetCurrentContext(cgl_context_); shader_program_cache_->Reset(); CGLSetCurrentContext(0); std::pair key = std::make_pair( window_number_, static_cast(surface_order_)); DCHECK(window_map()->find(key) != window_map()->end()); DCHECK(window_map()->find(key)->second == this); window_map()->erase(key); } // static CompositingIOSurfaceContext::WindowMap* CompositingIOSurfaceContext::window_map() { return window_map_.Pointer(); } // static base::LazyInstance CompositingIOSurfaceContext::window_map_; } // namespace content